I need to add a timestamp to some data I receive asynchronously. This means a callback is being invoked upon receipt of the data, which in turn means that’s then running in another thread. I was surprised to read earlier in these forums that Unity core itself is not thread safe, which elucidates the message I get. So, using Time.time
does not work, it produces the above error.
Does anyone have any good ideas on how this could be circumvented?
Cheers
Balt
Here’s an answer I hadn’t thought of before, silly me:
Just use DateTime
object instead of Time.time
.
DateTime.Now.Ticks
is a good number to work with
(100 nanoseconds per tick, i.e. to get seconds, divide by 1e7 /edit: this number is not constant across devices/)
Are you creating the variable outside of a function with the value of Time.time
?
If you want to assign the value of Time.time
to a variable then you have to do it in a function
No idea why 
Hope this helps 